# Save a multiplayer game

> What Rolly Save 1.0 saves in listen-server and dedicated-server games, what clients see after a load, the note that says when a feature restores on the server...

Product: Rolly Save 1.0.0 | Sheet: guide | Updated: 2026-10-31 | HTML: https://rolly-docs.pages.dev/save/guides/multiplayer/

## Who saves

- Only the server saves and loads. A save or load called on a client fails with `NotAuthority`; a client saves only its own players' profiles, as its lifecycle saves do.
- On a listen server the host's local players save and load as in a single-player game. Remote players are not saved, and their pawns are left out of saves, since the Game Mode spawns them again for each player ([Save the player](https://rolly-docs.pages.dev/save/guides/save-player/)).
- The slot screen opens on clients but refuses Save, Load and New Game with "Only the host can save and load." ([Give players a slot screen](https://rolly-docs.pages.dev/save/guides/slot-screen/)). Save points, checkpoints and Reset Areas act on the server, where clients' pawns trigger them ([Place save points, checkpoints and reset areas](https://rolly-docs.pages.dev/save/guides/place-level-tools/)).
- A dedicated server makes no lifecycle saves in this version ([Save when the game closes or goes to the background](https://rolly-docs.pages.dev/save/guides/app-lifecycle/)).

## What clients see after a load

A load sets saved values on the server. Clients see what the engine replicates of it:

| State | Clients see |
|---|---|
| Replicated properties, actors spawned again, moved or removed by the load | The loaded state, through the engine's replication |
| Placed actors a load removes | Removed, when they replicate; one that does not replicate stays on clients, with the setup message DestroyedNotReplicated ([Save actors and their components](https://rolly-docs.pages.dev/save/guides/save-actors/)) |
| Instances (harvested foliage, instanced meshes) | The state before the load |
| Destruction (broken geometry collections) | The state before the load |
| PCG values and output | The state before the load |
| The handlers Material Parameters, Timelines, Level Sequence, Montages, Audio and StateTree | The state before the load |
| Saved Parameter Collections | The values before the load |
| Level Instance State and Run-Time Levels | The state before the load |
| Blackboards | Nothing to see: AI runs on the server |

## The note about remote clients

When a remote client logs in to the server, or a load sets its values while one is connected, and a feature of the table above whose state stays on the server is on, the Message Log says once per session, with the features named: "Rolly Save: clients are connected, and Instances, ... restore on the server only in this version, so clients see that state as it was before the load." (setup message `RemoteClients`). Which features are on is read from Project Settings and the loaded Save Rules, not from the world's actors. A standalone game, and a listen server without remote clients, never shows it.

## What version 1.1 adds

Rolly Save 1.1, a free update, adds per-player records keyed by a player ID on listen and dedicated servers, saves at login and logout, dedicated-server autosave, restored state mirrored to clients, late joiners and streamed actors, client-held characters with a validation hook, and level tools for remote players.
